3) Removes the big headache of figuring out how to position the internal cockpit pof inside the ship pof so that the struts are in the correct spot, but the standard externally viewed cockpit isn't all intersecting your internal pof.
Are you going to design the system so that the internal model will only show up if the ship is viewed in the cockpit, and the cockpit on the normal model will show outside? (Then it wouldn't slow down everytime you turned towards the ship with the complex cockpit.)
..yeah that's what I said.

The internal cockpit would be a separate pof used in place of the ship itself, while the external cockpit is done just as they are being done now.
You know, if a cockpit is going to be implemented, it probably should be different for every fighter and bomber.
Err, well unless you're volunteering to make like 25 separate cockpit models, I can tell you now that it's not gonna happen.

Not because FSO would be incapable of supporting it, but just this one cockpit took me a long time to texture - and even though I was probably going a bit overboard on the detail on it, it's not the sort of thing you can skimp on.
Scooby:
Problem with having a pilot is what happens when you look around in the cockpit - especially down, how do you handle the head? Do you have a pilot model without a head, put the camera in the head or just have no pilot? From past experience with the previous version of my cockpit (which had a pilot) actually having a pilot mesh gets really problematic with things like bits of the pilots head being visible from the cameras POV, so I gave him the boot for the new one and just followed HL2's example.
